Okay, as those in my group should know. I've been trying to figure out what I run next. (I'm not planning on being next, but know I should take a turn this year.)
I had a grand idea, but realized I was being too author-y. I kept shifting closer to a game and lost it all.
I need a setting, a story/plot...
Pretty much everything.
I'm not overly worried about the character's stats, for whatever system it is. But I lean GURPS, or if more action then D6. The D20s have all the wrong assumptions/constraints for me to run the game.
I really want to have a campaign world that I can run games in again and again. Where actions in one campaign shape the world for the next. Where I can tell the normal players "We're playing in /this/ world." Or even, I can say "I got an idea to run" and they make the true assumption it is that world.
So, what do I want? I want a fun and usable contradiction. I want a mystery that the players can interact with. (Above grand idea started with an impossible mystery, the 4 people who knew the answer didn't think it was important enough to write down, and died in a week. Effects only, no clues, no answers; no fun.)
I'd prefer magic over psionics, but will take a no supernatural option if necessary to prevent that from breaking my world.
Guns are boring, unless you're limited to about 20 shots each time you leave town, and then do other things to make guns special.
If I can make it, a magic & starships would be cool.
Another problem I have, is that I feel to create the game I want, I have removed everything of interest to the players.
I also need some good multi-protagonist fiction to make adventures in the world.
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The 3 ideas at the top of my mind right now are:
1. Star Wars - I can go though many WEG books, and I've read more of the novels than the others in our current group, but I'm not feeling it.
2. Old West / Wild West - 2 problems, one is "single protagonist" the other is no supernatural for one of the players
3. Age of Sail - but our prior "pirate" campaigns haven't gone well.